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Five Parsecs From Home: A Practical Way Into Solo Roleplaying

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Image by Modiphius   [5 min read] The Problem With Starting Solo You’ve probably looked at solo roleplaying at some point—and bounced off it. It’s an appealing idea. A game you can play on your own, at your own pace, with a story that unfolds around your character. No scheduling, no need to gather a group, no dependency on anyone else’s time. But then you sit down to actually try it, and something doesn’t quite click. There’s no Game Master guiding you. No structure to lean on. You’re staring at a blank page, or a handful of prompts, and very quickly the question arrives: what do I do next? If you’re coming from board games or miniatures games, that feeling can be even sharper. You’re used to systems that carry you—clear turns, clear rules, clear objectives. Even the most complex campaign game still tells you where to start and what to resolve next. Solo roleplaying doesn’t always do that. It gives you freedom instead. And while that freedom is powerful, it can also feel like frict...

Dragonbane and a Missing GM - Three Ways to Keep the Game Alive

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Image by Free League [10 min read] Most roleplaying games don’t fall apart because of bad systems or lack of enthusiasm. They fall apart for human reasons. Someone’s ill. Life gets in the way. The Game Master has to cancel. That quiet assumption — no GM means no play — is doing a lot of damage to our hobby. This article exists because I don’t think that outcome is inevitable. I’ve been spending time with Dragonbane , and one of the things I’ve come to appreciate is how deliberately it lowers the barrier to play - not just the system, but what's included. Right there in the core box you get a solo supplement, a short adventure booklet, and a ruleset that’s happy being bent a little. Here you'll find  three ways to keep the session alive  - either with just you, or your group. Two that come straight out of the Dragonbane box and emulate the GM role And one optional twist that flips the problem around and emulates the characters instead None of these replace a great GM. That’s ...

Dragonbane: Old-School Danger, New-School Design - a D&D Player's View

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  Image by Free League [7 min read] As part of my ongoing research into new tabletop RPGs, I’ve just finished a solo run of Dragonbane , using Alone in Deepfall Breach . Instead of packing the game away, I found myself wanting to stay. Not just to keep playing solo, but to extend the experience into party play. That’s usually a good sign. What follows isn’t a review in the traditional sense. It’s a snapshot of how Dragonbane feels in motion, first as a system, then as a solo experience, as seen through the eyes of a long-time Dungeons & Dragons player. Dragonbane as a System: Old Bones, New Muscles At its core, Dragonbane is a roll-under d20 system. If that makes you think of early D&D, you’re not wrong, but it’s also not the full story. Dragonbane traces its lineage through Swedish roleplaying rather than directly through Dungeons & Dragons , even if the family resemblance is obvious. Most of the time, resolution is simple. You roll under the relevant stat or ...